uniform int type;
uniform sampler2D grass;
uniform sampler2D grass_dist;
void main()
{
    vec4 color = vec4(0,0,0,1);
   if (type == 0){
        color = texture2D(grass,gl_TexCoord[0].st);
        if (color.x > .25 && color.y > .25 && color.z > .25){
            color.a = 0.0;
        }

        color.g *= 1.25;
    }
    else if (type == 1){
        color = texture2D(grass_dist,gl_TexCoord[0].st);
        if (color.x > .25 && color.y > .25 && color.z > .25){
            color.a = 0.0;
        }
        color.r /= 1.25;
        color.g /= 1.5;
        color.b /=1.5;
    }


    gl_FragColor = color;
}
